But anyway, Aqizzar. If we already have a character in mind do you want us to roll them up now or wait until things are closer to EHT MEHTAL TIME
You can if you like, since I'm not going to do anything special with character creation - I'll just present the list of Background options and ask for a brief description, with which I'll figure out a specialty and how to spend their experience. When it comes to character activities, it'll be much more a matter of narrative power (you could call it) than a strict application of the rules. I don't want things bogged down in minutia, especially for all the people who don't have the book.
All that applies doubly so to equipment. As the rules for Profit Rating and Acquisitions show, anything less than a troop of bodyguards, a genuine artifact, or maybe a Land Raider a Rogue Trader character can likely as not just buy. So it's pointless to restrict what a character can or can't own unless it's critical to some plot point.
It's worth saying now that my interest has been renewed again, since I spent most of yesterday not writing an essay like I should have, but instead watching an all-day
Pirates of the Caribbean marathon. Scoff if you want, but I think that's a good example of how Rogue Trader is really meant to be played, dramatic and abstract with as little attention to detail as possible.
Since Cthulhu is already working on his character, I'll name the other character archetypes in brief, so everyone else knows what to expect. The roles are - Warrior, Crewman, Priest, Psyker, Engineer, and Quartermaster. Multiples of each is entirely allowable. Like Cthulhu said, the Navigator is also a (weird) class unto itself, as the Warhammer lore has long described. And of course, there's the Rogue Trader, but only one person gets that job.